
import { _decorator, Component, Node, Sprite, UITransform, Animation, animation, AnimationClip, Vec3, SpriteFrame } from 'cc'
import ResourceManager from '../Runtime/ResourceManager'
import { CONTROLLER_ENUM, EVENT_ENUM, PARAMS_NAME_ENUM, DIRECTION_ENUM, ENTITY_STATE_ENUM, DIRECTION_ORDER_ENUM, ENTITY_TYPE_ENUM } from '../Enums'
import EventManager from '../Runtime/EventManager'
import { IEntity } from '../Levels'
import { TILE_HEIGHT, TILE_WIDTH } from '../Scripts/Tile/TileManager'
import { PlayerStateMachine } from '../Scripts/Player/PlayerStateMachine'
import StateMachine from './StateMachine'
import { randomByLength } from '../Utils'
const { ccclass, property } = _decorator

@ccclass('EntityManager')
export class EntityManager extends Component {
    id: string = randomByLength(12)
    x: number = 0
    y: number = 0
    fsm: StateMachine

    private _direction: DIRECTION_ENUM
    private _state: ENTITY_STATE_ENUM
    type: ENTITY_TYPE_ENUM

    get direction(): DIRECTION_ENUM {
        return this._direction
    }

    set direction(newDirection: DIRECTION_ENUM) {
        this._direction = newDirection
        this.fsm.setParams(PARAMS_NAME_ENUM.DIRECTION, DIRECTION_ORDER_ENUM[this._direction])
    }

    get state(): ENTITY_STATE_ENUM {
        return this._state
    }

    set state(newState: ENTITY_STATE_ENUM) {
        this._state = newState
        this.fsm.setParams(this._state, true)
    }


    async init(params: IEntity) {
        const sprite = this.addComponent(Sprite)
        sprite.sizeMode = Sprite.SizeMode.CUSTOM

        const transform = this.node.getComponent(UITransform)
        transform.setContentSize(TILE_WIDTH * 4, TILE_WIDTH * 4)

        this.x = params.x
        this.y = params.y
        this.type = params.type
        this.direction = params.direction
        this.state = params.state
    }

    update() {
        this.node.setPosition(this.x * TILE_WIDTH - TILE_WIDTH * 1.5, -this.y * TILE_HEIGHT + TILE_HEIGHT * 1.5)
    }

    onDestroy() {}

}
